return {
	name = "Path of War",
	level_range = {1, 50},
	level_scheme = "player",
	max_level = 11,				--	just to make sure that there is a down placed on lvl 10 ;)
	decay = {300, 800},
	actor_adjust_level =  function() return game.player.level + rng.range(-1,3) end,
	width = 50, height = 50,
	all_lited = true,
	persistant = "zone",
-- In case I want to apply a tint to the map
--	color_shown = {0.6, 0.6, 0.6, 1},	-- colors everywhere
--	color_obscure = {1, 1, 1, 1}, 		-- colors of previously seen places
	generator =  {
		map = {
			class = "engine.generator.map.Roomer",
			nb_rooms = 10,
			edge_entrances = {6,4},
			rooms = {"forest_clearing"},
			['.'] = "GRASS",
			['#'] = {"TREE1","TREE2","TREE3","TREE4","TREE5","TREE6","TREE7","TREE8","TREE9","TREE10","TREE11","TREE12","TREE13","TREE14","TREE15","TREE16","TREE17","TREE18","TREE19","TREE20",},
			up = "UP",
			down = "DOWN",
			door = "GRASS",
		},
		actor = {
			class = "engine.generator.actor.Random",
			nb_npc = {20, 30},
		},
	},
	post_process = function(level)
		if game.player.tides_of_war > game.level.level then
			for uid, e in pairs(level.entities) do if e.perm == false then e.faction="friendly" end end
			game.logPlayer(game.player, "#LIGHT_RED#The tides of war sweep past you, the battle lies well in front of you!")
		elseif game.player.tides_of_war < game.level.level then
			for uid, e in pairs(level.entities) do if e.perm == false then e.faction="enemies" end end
			game.logPlayer(game.player, "#LIGHT_RED#The tides of war sweep past you, you are now behind enemy lines!")
		else	-- mostly enemies if equal, as you are just going there
			for uid, e in pairs(level.entities) do
				if rng.chance(10) then if e.perm == false then e.faction="friendly" end
				else if e.perm == false then e.faction="enemies" end end
			end
			game.logPlayer(game.player, "#MOCCASIN#You find yourself on the front lines, defeat them and press onward!")
		end
		for uid, e in pairs(level.entities) do	-- chance for element to be aligned for its element
			if game.level.level == 5 then
				if rng.chance(10) then e.faction=e.subtype end
			else
				if rng.chance(50) then e.faction=e.subtype end
			end
		end
	end,
	levels =
	{
		[1] = {
			generator = { map = {
				up = "UP_TOWN",
			}, },
		},
		[5] = {
			all_remembered = true,  --for testing purposes only
			generator = {
				map = {
					class = "engine.generator.map.Static",
					map = "zones/warpath-temple",
--					map = "zones/warpath-temples",		--	uses dynamic surroundings (not working yet)
				},
				actor = { nb_npc = {20, 30}, },
			},
		},
		[10] = {
			generator = { map = {
				down = "CASTLE",
			}, },
		},
	},
}
